(10-30-2011, 04:42 PM)Battle Kat Wrote: And another question: how come you can sometimes spot an unit out of LOS, for a turn, when there is no friendly unit with a direct LOS to that hex despite of visibility range?
Actually, this LOS phenomenon happens quite regularly? :chin:
During an enemy's movement / combat phase... all friendly units with a direct LOS to a target hex are destroyed / retreated out of LOS... but you are still able to observe all subsequent enemy unit movement / actions (e.g. unloading passenger units, etc.) in that "now" out of LOS hex(es) for the remainder of your opponent's turn?
Must have something to do with the "simultaneous" movement / actions aspect of players' turns? :chin:
(10-30-2011, 04:42 PM)Battle Kat Wrote: During the course of a scenario where the visibility is set at 19 or below, the computer performs a random check at the beginning of each player turn to determine if the visibility will change. If it does change, it will increase or decrease by one hex to a maximum of 19 hexes and a minimum of 1 hex.
And in regards to Section 5.12 Line of Sight (Visibility) - I had no idea about "variable" visibility as a "standard" rule either! :eek1:
Which begs the question... With visibility being "variable" ( a random chance to increase or decrease by one hex per player turn) as a "standard" rule... why the need for a "Variable Visibility" optional rule? :chin:
Or is this variable visibility ONLY enabled when a player selects the Variable Visibility optional rule?
Hopefully... what you are referencing is an "down level" version of the CS game manual... and does NOT reflect the optional Variable Visibility rule? :chin:
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /